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Game Theory, Social Interactions and Artificial Intelligence Supervisor: Philip Sterne Supervisee: John Richter.

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Presentation on theme: "Game Theory, Social Interactions and Artificial Intelligence Supervisor: Philip Sterne Supervisee: John Richter."— Presentation transcript:

1 Game Theory, Social Interactions and Artificial Intelligence Supervisor: Philip Sterne Supervisee: John Richter

2 Contents ● Quick and Dirty Summary ● Outline of Game Theory ● Outline of Algorithms used ● Discussion of Feasability ● Implementation Details ● Readings and Sources of Information ● Proposed Timeline ● Questions

3 Quick and Dirty Summary Using a variety of artificial intelligence techniques to develop optimal strategies for participants to use in situations where some combination of competition and cooperation are necessary.

4 Game Theory ● Prisoner's Dilemma ● Simple – Only two participants – Only two choices ● Because of simplicity, it is trivial to consider all possible eventualities “The Evolution of Cooperation”, Robert Axelrod, Basic Books, 1984

5 Artificial Intelligence ● Emulating features of human intellect ● Particularly useful for solving non-trivial problems – function maximization, optimization ● Contemporary AI forms: – Expert systems, Case-based reasoning – Neural Networks – Genetic Algorithms – Reinforcement Learning

6 AI: Artificial Neural Networks ● Modelling the actual structure of the human brain ● The neurons making up the map use weights and thresholds to emulate a complex function ● The map itself is quite complex to create, with neuron layers of various sizes connected together ● Of minor use in my project

7 AI: Genetic Algorithms ● Used to maximize functions ● “Breeds” the best solutions ● Uses crossover (joining solutions at random points), mutation (occasionally changing a random value to something else to ensure global maximum found) on a variety of sub- optimal solutions to encourage the best of them to breed, and results in the next generation representing better solutions

8 AI: Reinforcement Learning ● Most recent of these AI's ● Similar to GA's – approaches best solution ● Unlike GA's – learning happens during the agents life, not (always) passed on to the children ● Uses reward/punishment system to encourage agents to take best strategies, while still encouraging discovery and innovation “Reinforcement Learning, an Introduction”, Sutton and Barto, MIT Press, 1998

9 Less Quick, Less Dirty Summary Using genetic algorithms and reinforcement learning to train neural nets in agents in order to model complex game theory, and developing optimal strategies for real-world games

10 Feasability ● Is the project too small? – Can be extended by testing other AI approaches and combinations – Can be used to model a variety of scenarios ● Is the project too big? – Three distinct portions can be simplified: ANN's, GA's and RL. – Simplify the test model to use less variables, less complex ANN's

11 Implementation ● No specific languages or platforms are required or recommended for developing AI ● Thus, I choose the route of free software and mainstream languages, and shall write the program for the GNU/Linux platform, in C++

12 Further Resources and Reading ● JASSS, Journal of Artificial Societies and Social Simulation [http://jass.soc.surrey.ac.uk/JASSS.html] ● “Design, Evaluation and Comparison of Evolution and Reinforcement Learning Models”, Clinton Brett McLean (2001) ● Game Theory.Net [http://www.gametheory.net]http://www.gametheory.net ● Hours and hours of playing games in the labs. No, really.

13 Timeline

14 Questions ● To maintain order, could I request questions in phases: – AI algorithms or techniques – Game theory – Integration – Feasability and implementation of project


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